I recently jumped into the XNA pool, and am learning all the inputs and outputs of a framework in C #. One thing I noticed in my research is that there seems to be no generally accepted βrightβ way to implement GameComponents.
After reading this thread (among others), I found a wide range of preferences among game developers. I saw how some supporter did not use GameComponents at all (or only sparingly), while others claim to use them in everything, down to players / enemy units, missiles, etc. Then there are some who take a more moderate approach, and reserve the GameComponent architecture for medium and high-level objects, such as screens, renderers, scenes, etc., which, in turn, contain and operate more detailed game blocks.
In the end, the game developer will determine how best to implement the framework. Since StackOverflow is staffed by experienced developers who have forgotten more than I ever found out, I would like to know what consensus is before I continue this journey with my own use of the framework.
Does anyone care about their thoughts? Thanks in advance!
c # xna
Syndog
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